An add-on to Qarl's Harvest that adds 30 harvestable pear trees to locations throughout Cyrodiil.
http://www.nexusmods.com/oblivion/mods/45705/
A long readme for a small mod...
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More Harvestable Fruits v1.0
Author: tegeus-Cromis
25 Nov 2014
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This is a small add-on to the classic Qarl's Harvest and requires that it be installed for this mod to work. (Sadly, Qarl is no longer with us; besides Harvest, he will perhaps be most remembered in Oblivion circles for his Texture Pack, possibly the most popular of its ilk.)
Essentially, this simply expands the range of harvestable trees in Cyrodiil. Qarl's original included mostly apple trees and some orange trees; this adds 30 pear trees across the province as of v1.0. I have placed many of these in some obvious vanilla locations that were lacking Qarl's original fruit trees, but most, you may find, are in some odd spots. This is because I have taken this opportunity to show recognition of some other well-known modders work by placing trees close to some of the settlements that they have created. Of course this will not be apparent if you do not have their mods installed, but I hope you will still find the trees a useful adornment to the countryside anyway. Some of the mods involved are mentioned in the compatibility section.
Requirements:
Qarl's Harvest - in fact you only need his .esm to run this mod, but I strongly recommend you run the full mod. (If you are short on esp slots, all too common these days, I expect you can successfully merge my mod into his using Tes4Gecko. If you do, I would suggest retaining the name Qarls_Harvest.esp, partly out of respect, but also because it will help BOSS - if you use it that is - sort out your load order.)
Installation:
Absurdly simple, given that this is just an esp and one mesh. Nonetheless, I recommend using BAIN, for which this archive is suitable. If you choose to do it manually, though, simply unpack all the files in the archive to your game data folder. Load order should not be very critical, but probably best to place this early. (If you are using BOSS, you could just check Qarl's esp positioning and put my esp just after his.)
Uninstallation:
Obvious with BAIN. But again, if you are doing this manually, simply delete from \Data: MoreHarvestableFruits.esp; \Docs\MoreHarvestableFruits - Readme.txt; and the folder \Meshes\TC10FruitTrees.
Compatibility:
Well, if you go and plonk 30 trees all over the shop, you are inevitably going to end up with clashes somewhere or another. However, this is explicitly designed to work with some of the more popular settlement mods, and in fact to complement (and compliment) them. Among those are: several of Shezrie's Towns and Arthmoor's settlements; AFK_Weye; Region Revive Lake Rumare; Brina Cross Village; MTC Expanded Villages; and Bartholm. I have, I hope, taken good care not to crowd those fine mods, especially with respect to path grids. So I hope we have positive compatibility there.
In addition, none of these trees are in cities, so Better Cities is not an issue (as it is in places with Qarl's original). The mod was also tested with Unique Landscapes with no great visible problems.
But please report any issues you find, and I'll fix them if at all possible.
Oh, and this mod has been fully cleaned, automatically and manually, with Tes4Edit.
Tools used:
TESCS
Tes4Edit
Tes4Gecko
Nifskope
Credits:
Qarl (of course)
And for the inspiration - Arthmoor, Nernie, Shezrie, Thomas Kaira, and everyone else involved in adding and expanding the towns and villages of Cyrodiil.
Bethesda, for the game and CS (though big thanks to ShadeMe too, for extending the latter).
Other Issues:
It's not exactly a bug, but you may find that, after picking pears, you have extra ones in your inventory. Don't worry, they will go away. This is because vanilla pears just will not sit up straight and stable in trees, so I have created a vertical pear with a flattened collision mesh at the base. But we don't want two kinds of pears in the game, so the mod is scripted to add a vanilla pear, and remove the picked one, from your inventory. Avoiding message spam causes a small delay here before the surplus pear is removed. (If there's a better way to do it, please let me know).
End Notes (i.e. you do not have to read this bit):
This mod may well be expanded soon. It's a very humble effort, but I found it a welcome break from the others I've got in various states of non-completion (largely due to mission creep). I may add some more pears, though I feel that market may be saturated. On the other hand, I do in fact have some other fruit meshes almost ready. Those would add new ingredients, but I would wish to make them higher in value and more restricted in spatial and temporal distribution - seasonal scripting, I'm thinking. I could also use a new tree mesh or two...
Regarding pears themselves, these, like apples, are fairly cold-hardy trees, though I have not actually placed any in the mountains. They are less happy with anything warmer than a Mediterranean climate, so I have not placed any much south of Bravil. Mythologically, though pears have been cultivated since perhaps 4000BCE (they are mentioned in Homer), they are much less celebrated than apples, which pop up in mythoses across Eurasia over and over again. But besides pears being sacred to three Roman goddesses, in China they are considered a symbol of longevity and immortality. This would seem to be because they are much longer-lived than many other fruit trees, including apples.
Now, this was not something I'd contemplated when doing this mod, but it makes the choice of pear trees to mark settlements strangely apposite; I've long noticed that, in Southern England where I live, pears are plentifully referenced in placenames - and pub names. It seems hard to find a town where there isn't a Peartree Inn somewhere, let alone all the Peartree Roads, Peartree Greens etc etc. It suggests that they live long enough to become celebrated landmarks, unlike apples - usually straighforward crop plants, though highly valued in their own right for that. So perhaps Cyrodiil deserves its own Peartree Inn, might think about it.
I wondered too if I've done this the right way, perhaps someone else here might know better:
You see, I cannot delete the picked pear using the pear's object script, because this is a script trying to delete itself, which crashes the game. So the object script calls a quest script to do the job. Just not certain if that is the most elegant method...